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<blockquote data-quote="ethandrew" data-source="post: 7165667" data-attributes="member: 17456"><p>I did something vaguely similar in a campaign I'm running: a knock-out style bracket where the winner moves on and the loser dies (but not really). I allowed the players the option to enter or not with a corresponding entrance fee, that way there was no forcing, and I allowed betting on individual fights, that way they had a vested interest in what was going on without actually participating. There was an entrance fee and a large purse and prize for the winner.</p><p></p><p>How I got around the death aspect of it all was just that there was a team of clerics and healers nearby. If anybody was knocked unconscious (PCs and Non-PCs alike), the fight was over and the loser was revived back to consciousness. If Massive Damage caused a death, well, that was a risk the combatant took when entering. There was no resting though, so resource management was important if a player wanted to progress deep into the tournament. Sure a fighter could blow through all their action surges in the first fight, but then they wouldn't have anything left after that fight. It became a battle of attrition.</p><p></p><p>It worked quite well. I had a PC advance to the final and was barely left standing at the end.</p><p></p><p>As for the arena layout, since it was single combat I didn't make it overly large, about a 60' diameter circle. Make it too big and melee focused combatants are at a disadvantage. Make it too small and the opposite holds true.</p></blockquote><p></p>
[QUOTE="ethandrew, post: 7165667, member: 17456"] I did something vaguely similar in a campaign I'm running: a knock-out style bracket where the winner moves on and the loser dies (but not really). I allowed the players the option to enter or not with a corresponding entrance fee, that way there was no forcing, and I allowed betting on individual fights, that way they had a vested interest in what was going on without actually participating. There was an entrance fee and a large purse and prize for the winner. How I got around the death aspect of it all was just that there was a team of clerics and healers nearby. If anybody was knocked unconscious (PCs and Non-PCs alike), the fight was over and the loser was revived back to consciousness. If Massive Damage caused a death, well, that was a risk the combatant took when entering. There was no resting though, so resource management was important if a player wanted to progress deep into the tournament. Sure a fighter could blow through all their action surges in the first fight, but then they wouldn't have anything left after that fight. It became a battle of attrition. It worked quite well. I had a PC advance to the final and was barely left standing at the end. As for the arena layout, since it was single combat I didn't make it overly large, about a 60' diameter circle. Make it too big and melee focused combatants are at a disadvantage. Make it too small and the opposite holds true. [/QUOTE]
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